cover
Contact Name
Rahmat Perdana
Contact Email
rahmat260997@gmail.com
Phone
+6282281834123
Journal Mail Official
cic.isej@gmail.com
Editorial Address
Jl. Perumnas Griya Sungai Duren Indah, No. 54 A, Jambi, Indonesia
Location
Unknown,
Unknown
INDONESIA
Integrated Science Education Journal
ISSN : 27163725     EISSN : 27161609     DOI : https://doi.org/10.37251/isej
Core Subject : Education, Social,
Covers all the Integrated Science Education Journal (ISEJ) at the level of primary, secondary, senior, and higher education. The goal of this journal is to bring together researchers and practitioners from academia and industry to focus on Educational advancements and establishing new collaborations in these areas. Original research papers state-of-the-art reviews are invited for publication in all areas of Integrated Science Education Journal (ISEJ). Topics of Interest include, but are not limited to the following: Science Education Literacy Ethoscience-Based Learning Collaborative & Interactive In Science Learning Learning Analysis for Science Education Science Education Management Systems STEM (Science, Technology, Engineering, Mathematics) in Science Education Virtual Based Learning In The Laboratory E-Learning And Multimedia For Science Education Science Teacher Evaluation Curriculum, Research, and Development for Science Education Web-Based Tools For Science Education Learning/Teaching Methodologies and Assessment in Science Education Global Issues in Science Education Games and Simulations in Science Education Mobile/Ubiquitous Computing In Science Education
Articles 165 Documents
Ethnophysics of Tua Reta Lou Dance: Mapping Equilibrium, Torque, and Circular Motion for Contextual Physics Learning Dewa, Egidius; Maing, Claudia Mariska M; Ki`i, Oktavianus Ama; Kua, Maria Yuliana; Freitas, Maria Lia Felizarda
Integrated Science Education Journal Vol 7 No 2 (2026): March
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/isej.v7i2.2665

Abstract

Purpose of the study: This study explores and identifies physics concepts embedded in the Tua Reta Lou dance as a form of local wisdom from Sikka Regency, East Nusa Tenggara, Indonesia, with a focus on motion-dynamics constructs that can be used as contextual resources for physics learning. Methodology: This study employed a qualitative exploratory (ethnophysics) design. Data were collected through (i) field observations of Tua Reta Lou performances, (ii) photo/video documentation of key movement components and dancer bamboo interactions, and (iii) semi-structured interviews with dancers and cultural practitioners selected using purposive sampling (information-rich participants). Data were analyzed iteratively through qualitative reduction–display–conclusion procedures and analytical mapping of observed phenomena to mechanics constructs. Main Findings: The Tua Reta Lou dance embodies key mechanics concepts, including rigid-body equilibrium and center of mass (balancing on the bamboo tip), torque and rotational equilibrium (force regulation through hands/feet and supporting dancers), moment of inertia (stability strategy via limb extension), and circular motion represented through centripetal force and angular momentum. These concepts are consistently represented through recurrent movement components during the performance. Novelty/Originality of this study: This study provides a structured ethnophysics mapping of Tua Reta Lou into explicit motion-dynamics constructs and outlines a curriculum-aligned pathway to transform local cultural practice into contextual physics learning resources.
Comparative Analysis of Sensor Reading Accuracy Between Arduino and ESP32 Microcontrollers for TDS Sensor Measurements Rahman, Abdul; Ulinuha, Agus
Integrated Science Education Journal Vol 7 No 2 (2026): March
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/isej.v7i2.2771

Abstract

Purpose of the study: This study aims to compare the performance of Arduino UNO and ESP32 microcontrollers in TDS sensor measurements, evaluating reading accuracy, response speed, and reading stability to recommend the most suitable microcontroller platform for water quality monitoring applications. Methodology: Tools & Hardware: TDS sensor, Arduino UNO (ATmega328P, 10-bit ADC), ESP32 NodeMCU (12-bit ADC), TDS meter (reference instrument). Methods: Waterfall methodology, literature review, direct observation, potentiometer testing, and voltage measurement. Water samples tested at 101, 201, 300, 406, and 515 PPM concentrations, each with three repetitions at room temperature (~20–21°C). Main Findings: Arduino UNO achieved average voltage errors of 0.21%–2.12% across all TDS concentrations, compared to ESP32's 13.1%–54.32%. ESP32 misread 101 PPM as 48 PPM (54.32% error). Arduino UNO's standard deviation was 0.064 ADC versus ESP32's 2.019 ADC 31.5 times more variable confirming Arduino UNO's superior accuracy and stability for TDS sensor measurements. Novelty/Originality of this study: This Arduino UNO achieved average voltage errors of 0.21%–2.12% across all TDS concentrations, compared to ESP32's 13.1%–54.32%. ESP32 misread 101 PPM as 48 PPM (54.32% error). Arduino UNO's standard deviation was 0.064 ADC versus ESP32's 2.019 ADC — 31.5 times more variable confirming Arduino UNO's superior accuracy and stability for TDS sensor measurements.
Exploring the Role of Improvisation and Implementation Challenges in Science Teaching: A Standard-Based Curriculum Study Anor, Charity Esenam; Morrison, Daniel; Sibaweihi, Zaaria
Integrated Science Education Journal Vol 7 No 2 (2026): March
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/isej.v7i2.2817

Abstract

Purpose of the study: Standards-based curriculum reforms emphasise competency development and learner-centered pedagogy, yet implementation in resource-constrained contexts remains underexplored. While research has documented general curriculum implementation challenges, limited empirical evidence exists on specific challenges in science teaching and how teachers employ improvisation to bridge resource gaps in competency-based science education. Methodology: A qualitative case study design was employed involving five science teachers purposively selected from five government basic schools in Ghana. Data were collected through semi-structured interviews, audio-recorded and transcribed. Thematic analysis identified patterns and themes. The interview protocol was adapted from established curriculum implementation instruments and validated through expert review with trustworthiness ensured. Main Findings: Four major challenges emerged as inadequate teacher training in competency-based pedagogy, insufficient instructional resources and laboratory equipment, difficulties implementing authentic assessment, and challenges adapting curriculum content to local contexts. Teachers employed systematic improvisation using locally available materials, which enhanced student engagement, facilitated conceptual understanding of abstract concepts, and aligned with learner-centered objectives. However, improvisation was constrained by time limitations, lack of institutional support, and absence of formal training in material adaptation. Novelty/Originality of this study: This study provides empirical evidence that teacher improvisation constitutes a deliberate pedagogical strategy rather than a compensatory response to resource scarcity, as systematically improvised materials significantly enhance engagement and conceptual understanding. The key implication calls for a policy shift prioritising formal improvisation training, institutional time allocation for material adaptation, and professional recognition of improvisation as valid pedagogy.
Development of Interactive Puzzle Media Based on Critical Reasoning Games for Fine Arts Material for Grade 5 Elementary School Suryono, Krisna Trijati; Ngazizah, Nur; Suyoto, Suyoto
Integrated Science Education Journal Vol 7 No 2 (2026): March
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/isej.v7i2.2823

Abstract

Purpose of the study: This study aims to develop and evaluate the feasibility of a game-based interactive puzzle learning media designed to foster critical thinking skills in fifth-grade elementary students. The media are used in the instructional topic “Creating Artworks from Household Waste Materials” to enhance students’ critical reasoning abilities. Methodology: This research employed a Research and Development (R&D) approach based on the ADDIE framework, comprising analysis, design, development, implementation, and evaluation stages. The participants were 20 fifth-grade students. Data were gathered through expert validation forms, teacher and student questionnaires, and pretest–posttest instruments, and then analyzed using Likert-scale scoring and N-Gain testing. Main Findings: The validation results indicated an average score of 4.56 from the material expert, 4.57 from the media expert, and 4.46 from the practitioner, all categorized as highly feasible. Teacher responses reached 97%, while student responses in the limited trial and field trial were 100% and 99%, respectively, indicating a very high level of practicality. The effectiveness of the media was demonstrated by N-Gain scores of 81.90% in the limited trial and 79.28% in the field trial, both of which were classified as high. Novelty/Originality of this study: This study introduces a game-based interactive puzzle media integrated with critical thinking indicators in elementary school visual arts instruction. The media emphasizes not only creativity but also the development of students’ critical thinking skills through contextual problem-solving activities that use household waste materials.
Development of Super Deformed Digital Manga Comic Media Using Microsoft Paint to Improve Learning Outcomes and Learning Motivation of Junior High School Students on the Earth and Solar System Material Alfarisi, Muhammad Fahmi; Mahardika, I Ketut; Narulita, Erlia
Integrated Science Education Journal Vol 7 No 2 (2026): March
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/isej.v7i2.2904

Abstract

Purpose of the study: Learning media used in teaching must increase student interest and motivation. An example is comics. This research on the development of digital super deformed manga comics has several objectives: to assess the media's validity, to test its practicality, and to test its effectiveness. Methodology: The research used is a type of Research and Development (R&D) research that provides validation of the developed product to be used in the learning process. The development model used in this study is the 4D model, which consists of 4 stages: defining (define), planning (design), developing (development), and disseminating (disseminate). Main Findings: The study achieved a validity level of 91.5% and was deemed valid. The results of the practicality of comic media in increasing learning motivation were 91.875% in the first school, 90.625% in the second school, and 92.5% in the third school. Meanwhile, the N-Gain scores indicating an increase in learning outcomes were 0.81 in the first school, 0.63 in the second school, and 0.69 in the third school. Novelty/Originality of this study: A super deformed digital manga comic was created using Microsoft Paint. This super deformed digital manga comic, in addition to using a chibi or super-deformed style, also imitates the drawing style of Masashi Kishimoto, the creator and writer of the Naruto series. This novel comic medium has successfully improved student learning outcomes and motivation.